Install mods from Factorio’s official Mod Portal, place the downloaded ZIP files in the server instance’s mods directory (or use Factorio’s synchronization tools), and launch the save with the headless server. Every player must run the same Factorio version and exactly the same mod versions. When clients join, they can accept Sync mods with server to download and enable the server’s set automatically.
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What must match before anyone joins
Factorio multiplayer is strict about compatibility. The server and every client need the same Factorio game version and the same enabled mod names and versions. A different game build, a missing dependency, or even a different revision of one mod can prevent a connection.
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The Factorio multiplayer documentation states: “All game instances need the installation of exactly the same game-versions and mods.” Treat the server’s collection as the source of truth and record it before changing anything.
- Factorio version: Check the build shown on the server and each client.
- Mod names and versions: Keep a list of every enabled mod and its version number.
- Dependencies: Required dependencies must be installed; optional dependencies add features but are not mandatory.
- Startup settings: Some mods use startup values that also need to be synchronized.
- Save compatibility: A save may carry the mod set it was created with, so update the save and its mods as one unit.
Stop the server before replacing mods or changing the Factorio build. Update the complete set, test the save, and have clients synchronize before reconnecting.
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Get mods from the official Mod Portal
Install through the Factorio client
- Open Factorio and select Mods from the main menu.
- Open the in-game Mod Portal, search for the mod you want, and select Install.
- Allow Factorio to download any required dependencies. Required dependencies are installed automatically by the in-game Mod Portal; optional dependencies are offered for additional functionality.
- Enable the mod when prompted, then restart Factorio if the client requests it.
This method is useful when the same computer will also be used to host. The downloaded packages are ZIP files. Do not unzip them or rename files inside them; Factorio reads each package’s metadata from the intact archive.
Download packages for a file-managed server
For a separate dedicated server, download each required mod ZIP from the official Mod Portal, then copy the archives into that server instance’s mods directory. Preserve the original ZIP filenames and package contents. If a dependency is not present, the server will fail to load the dependent mod or report the problem in its log.
The directory is per server installation unless you explicitly select another one with --mod-directory. That makes it possible to keep separate mod collections for different saves or modpacks without moving files between them.
Install mods on a dedicated headless server
A headless server runs without graphics and normally loads an existing save. The following commands use the example installation location shown in Factorio’s Linux guide. Replace the paths with the location of your own installation and saves.
1. Prepare the server account and files
On Linux, the official guide describes extracting the full or headless package under /opt/factorio, creating a separate factorio user, and assigning ownership of the installation to that user. Using a dedicated account limits the damage a compromised server process could cause and keeps save, mod, and log ownership consistent.
Make sure the account running Factorio can read the executable and write to the saves, mods, and log locations. Back up the save before changing its mod set.
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./bin/x64/factorio --create ./saves/my-save.zip
The --create option generates a new save at the supplied path. If you already have a save, copy it into the server’s saves directory or use its existing path.
3. Put the mod ZIP files in the server directory
Copy every required mod archive, plus any optional mod you intend to enable, into the server instance’s mods directory. Keep each archive intact. Factorio reads the mod metadata and version from the package; manually extracting files or changing the archive name can make the package unreadable.
At this stage, compare the server directory with the mod list recorded from the client or save. A server can start with fewer mods than a client, but the client will not be able to join until the sets match.
4. Start the save as a multiplayer server
./bin/x64/factorio --start-server ./saves/my-save.zip
This starts the specified save in headless multiplayer mode. Watch the console and server log for missing dependencies, incompatible mods, malformed ZIP files, or startup-setting errors before inviting players.
5. Start the latest save automatically
./bin/x64/factorio --start-server-load-latest --server-settings ./data/server-settings.json
--start-server-load-latest selects the latest available save. --server-settings loads the JSON server settings file, where options such as the listening port and automatic pausing are configured.
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Headless mode can pause when no players are connected. Change the no-auto-pause setting in the server settings file if the factory must continue running while the server is empty.
Choose an explicit mod directory for each instance
When one installation hosts multiple saves with different modpacks, isolate the collections instead of sharing one global directory.
./bin/x64/factorio
--start-server ./saves/my-save.zip
--mod-directory ./mods
--server-settings ./data/server-settings.json
The --mod-directory PATH option tells that server process where to find its ZIP packages. Use a different directory for each modpack, and launch the corresponding save with that directory. Confirm the option names against the installed build with:
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Command-line interfaces can change between Factorio builds, so the help output from the executable you actually run is authoritative.
Synchronize a save’s mod set
Use multiplayer synchronization when joining
- Start the server with its intended save and mod directory.
- Open Factorio’s multiplayer browser on the client.
- Select the server and choose Sync mods with server when the prompt appears.
- Allow Factorio to download and enable the server’s exact mod versions.
- Reconnect after synchronization finishes.
The multiplayer synchronization process can also synchronize startup settings. It is safer than downloading a similarly named mod manually because the server supplies the exact versions it is using.
Synchronize from a save in the Load game menu
When synchronizing from a save in the Load game menu, Factorio uses the latest mod versions by default. Hold CTRL while clicking Sync mods with save to select the exact versions stored with that save. Use the exact-version option when reproducing an established multiplayer world or rolling back after an update.
Use command-line synchronization
The command-line reference provides --sync-mods FILE to synchronize a save’s mod set. In headless mode, downloading is not anonymous: when files need to be downloaded, the server requires service credentials in player-data.json. If the packages are already present in the selected mod directory, no download is needed.
A practical sequence is to stop the server, back up the save, run synchronization against the save, inspect the resulting mod files, and then launch with --start-server. Keep the synchronized directory isolated if other saves use different collections.
Understand dependencies and incompatibilities
Required versus optional dependencies
A required dependency is part of the mod’s functional chain. If it is missing or the version is incompatible, Factorio cannot load the dependent mod. The in-game Mod Portal downloads required dependencies automatically, but a file-managed headless server still needs the resulting ZIP files in its own mods directory or must be allowed to synchronize them.
Optional dependencies are not necessary for the mod to load. They may activate integrations or extra features when present. Decide deliberately whether to include them so that every client receives the same final set.
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Declared incompatibilities
Mods can declare that they cannot load together. Installing both packages does not override that declaration; Factorio will prevent the conflicting combination from loading. Remove one mod, use a compatible release, or follow the author’s documented compatibility requirements. Do not try to bypass the check by editing metadata.
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Read the log before changing random files
Dependency and package errors normally identify the mod or archive that caused the failure. Check the server log for:
- A missing ZIP or a ZIP with damaged or malformed contents.
- A required dependency that is absent or at the wrong version.
- A declared incompatibility between enabled mods.
- A startup-setting mismatch between the save and the server’s current configuration.
Fix the first reported loading error, restart, and then check whether later messages remain. Several secondary errors can disappear once the initial dependency problem is corrected.
Keep versions under control during updates
Do not update the server’s mods while a session is active. A client that still has the old package cannot join a server running the new one, and a save may behave differently after a mod update. Use a controlled update window:
- Announce the maintenance window and stop the server cleanly.
- Back up the save and record the current Factorio build, mod names, mod versions, and startup settings.
- Replace or synchronize the complete mod set, rather than updating a single side.
- Start the server and inspect the log for load errors.
- Have every client accept synchronization before reconnecting.
- If the update breaks the save, stop the server and restore the previous save and matching mod directory.
Keep a simple deployment note for each save. At minimum, include the Factorio build, every enabled mod and version, the selected mod directory, and the date of the last known-good start.
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Factorio multiplayer uses UDP and defaults to port 34197. You can change the port in the server configuration, but the same chosen port must be allowed everywhere.
- Forward the chosen UDP port on the router to the machine running Factorio.
- Allow inbound UDP traffic through the host firewall.
- Check antivirus or endpoint-security rules that may block the server process.
- Verify that the server is listening on the intended port and that forwarding targets the correct internal host.
Port forwarding does not fix a mod mismatch, and a perfectly synchronized mod set cannot overcome a blocked UDP path. Test version and mod compatibility first, then test reachability.
Troubleshoot the most common failures
| Symptom | Likely cause | What to check |
|---|---|---|
| “Mods are different” or the client is rejected | Factorio builds, mod names, or mod versions differ | Compare both Factorio versions and accept Sync mods with server. If syncing from a save, hold CTRL for the exact stored versions. |
| Server refuses to load a mod | Required dependency missing or incompatible | Read the log, install the required dependency ZIP in the server’s mods directory, and restart. |
| Two mods cannot load together | One package declares the other incompatible | Disable one, choose a compatible release, or follow the mod’s compatibility requirements. |
| Server starts but players cannot connect | UDP port, router, firewall, or antivirus problem | Confirm the configured port, UDP forwarding, host firewall, and security-software rules. |
| Headless synchronization cannot download files | Credentials are unavailable | Provide the required service credentials in player-data.json, or place the needed packages in the selected mod directory first. |
| The wrong mod collection loads | Several saves share one directory or the process uses an unexpected path | Set --mod-directory explicitly and keep one directory per modpack. |
| Factory pauses when empty | Automatic pausing is enabled | Change no-auto-pause in the server settings if continuous simulation is required. |
Follow the checks in this order: Factorio version, mod names and versions, dependencies and incompatibilities, UDP listening and forwarding, firewall or antivirus rules, then the detailed server log. This order prevents network debugging from masking a simple version mismatch.
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Self-hosting versus managed server hosting
A self-hosted dedicated server gives you direct access to the executable, save files, ZIP packages, logs, and command-line options. A managed service generally replaces filesystem and process administration with a provider panel. The right choice depends on whether you prefer control or reduced maintenance.
| Decision area | Self-hosted server | Managed hosting |
|---|---|---|
| Control | Direct filesystem, command-line, and configuration access | Provider-managed panel with the controls exposed by that service |
| Maintenance | You handle Factorio updates, mod updates, backups, and process supervision | The provider may automate some operations; verify exactly what is included |
| Mod workflow | Copy ZIP files, choose --mod-directory, or use synchronization commands |
May offer one-click or automatic mod synchronization; confirm version-pinning behavior |
| Networking | You configure UDP forwarding and firewall rules | The provider supplies a public endpoint; you still need to configure the game and mod set |
| Cost and performance | Uses your hardware, bandwidth, electricity, and administration time | Requires a recurring hosting fee; performance and backup policies vary by provider |
The official Factorio documentation establishes the headless and self-managed workflow. For a managed service, verify its current pricing, backup retention, supported Factorio build, mod synchronization method, and whether it lets you pin exact mod versions before moving an existing save.
A repeatable deployment checklist
- Choose the Factorio build that the server and all players will use.
- Install mods through the official Mod Portal and let it obtain required dependencies.
- Copy the intact ZIP packages to the server’s
modsdirectory, or prepare--sync-modswith the necessary credentials. - Use a separate
--mod-directoryfor each save or modpack that needs isolation. - Back up the save before the first modded launch and before every mod update.
- Start with
--start-serveror--start-server-load-latestand inspect the log. - Verify required dependencies, declared incompatibilities, and startup settings.
- Configure the chosen UDP port, including router forwarding and firewall permissions.
- Have every player select Sync mods with server before joining.
- Record the working Factorio build, mod versions, startup settings, and mod-directory path.
Commands at a glance
| Purpose | Command or option |
|---|---|
| Create a new save | ./bin/x64/factorio --create ./saves/my-save.zip |
| Start a named save | ./bin/x64/factorio --start-server ./saves/my-save.zip |
| Start the latest save with settings | ./bin/x64/factorio --start-server-load-latest --server-settings ./data/server-settings.json |
| Use a specific mod collection | --mod-directory PATH |
| Synchronize a save’s mods | --sync-mods FILE |
| Check options supported by the installed build | ./bin/x64/factorio --help |
The command examples assume a Linux-style installation and relative paths. Adapt the executable and paths to your host while preserving the option names supported by your installed Factorio build.
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